Umm that CDRE is kinda wack.
Most of people's suggestions frankly are more then a bit off kilter.
You WANT a format with special energies in it that provide more then one energy. It's just like how you WANT a format with rare candy.
Players should be given incentive to
take risks with big stage 2 pokemon that have expensive energy costs--Thus we give them the option of using special energies if they are willing to make sacrifices. If we don't give them the ability to attack with stage 2s, no one will play them, and the options in the game decrease from a variety of cards to only quick stage 1s or basics. We'll basically degrade into Yu-gi-oh, which has never rewarded players for playing the way designers intended.
As for those sacrifices... Yes, they (mostly) make up for the card's benefits.
Scramble only works if you're losing in prizes. While you can argue that someone is winning in prize count, but going to lose the actual match due to weaker set up... What happens when time is called? Prizes are looked at, and that's it. Not set up. Prizes. That's an obvious indicator that prize count should reflect how players are doing.
DRE sacrifices your ability to deal damage. It weakens damage spread to the point of unusability. So really, it's only going to be used on cards that only hit one pokemon at a time, or its damage lowering makes the attack inefficient.
Boost is lost at the end of the turn, and provides only colorless energy when most cards need at least one specific color to use an attack.
See the downsides to each of them?
Now, what about the benefits? Scramble makes it so players who lag in set up don't automatically lose. Why should a magmortar deck in a mirror match have games determined by who goes first, and matches become a matter of "Attach to Magmortar, Flame Blast. GG" because the damage that the unlucky player deals is unable to compensate for the healing and constant damage the lucky player deals? Scramble opens up recoveries from being screwed early on. DRE serves a similar purpose, making attacks possible that weren't earlier. People praise Claydol for making decks possible by giving players a hand to play with; I say Special Energies are just as vital by giving players attacks to use.
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Now, the real reason we should go "Yay, special energies will (most likely) be different next format!" is because of tricks that seem overpowered due to the game's balance changing dramatically in Diamond/Pearl. Before Diamond/Pearl, not many powerful pokemon could make use of DRE or Scramble (The big hitters were all EX pokemon, which couldn't receive those cards). Now though, the big hitters are stage 2 pokemon
who are not LV.X pokemon. Cards that were as powerful as Gallade in the EX generation had restrictions on them; Gallade has NONE except that it's a stage 2, but happens to have an amazing evolution line to make up for this.
A modification to special energies to better fit the power balance would keep the game stable rather then abuseable. LV.X pokemon are difficult to play for instance, unlike EX pokemon. No Rare Candy into a LV.X for example. Thus, the requirement of a card being LV.X before receiving DRE would remove the major power balance issue: Powerful attacks being performed too early for protective action, while keeping them possible for recoveries.
Scramble absolutely should stay, as the prize requirement requires careful moves to be taken to avoid being useless. Scramble's actually worse now then it used to be. Formerlly, you could play a deck and let your opponent have 1 prize, you have 2 prizes left. Scramble. KO their EX. You just won on prizes. You can't win on Prizes now unless you KO multiple Pokemon at once--a task that takes significant set up to pull off and is not easily abusable by every deck out there, thus not broken.
No one complains about Boost right now because of the new energy requirements and its forced discard at end of turn, thus its slightly more then reasonable benefits are counterbalanced with quite reasonable drawbacks..
...Rather then going "yay, let's kill possibilities!" or "Yay, let's tack on pointless damage, which won't matter because it doesn't address current problems!", you ought to dream of a card that DOES solve the problems in our metagame. And believe me, you won't be calling Scramble too broken once we get Groudon DP5 and other powerful basics which move at a pace so brisk, it's almost suicide to try and dream of beating them with only one energy attach per turn.